Today's progress (amongst marking and lesson preparation for term 3, management planning for curriculum development, and walking the dog) on the 20mm Spearhead project. These are the Russians... and I've based up four Spearhead battalions, enough for two under strength infantry regiments (since that's what I have in my current Russian 1943 attack list).
This is a command base from 20 years ago, again I have no idea which manufacturer they are from, but the officer is very cool, and I thought the motorcyclist was very appropriate. While it's not on a 1.25" square base, I don't think I'll re-base it, the existing base will do fine. The irregular base should have no impact on game play.
This has meant I got nothing done on the Combat Patrol 400 point painting challenge.. that's tonight's task.
Monday, July 16, 2012
RnR ... Soviets for 20mm Spearhead
So this term break has been characterised by th goold old RnR.
That's "Rock n Roll" (Lorraine and I are competitive RnR dancers), "Rest n Recreation", and now .. "Re-vamp n Re-base".
Nick G, bless 'im, has given me a bit of a bug for the old 20mm WW2 as we have been playing Spearhead with 20mm figures. Normally I play WW2 games using 6mm figures, but there has long been this mass of 20mm stuff that has sat there un-used for almost two decades. I re-based German and British infantry for Crossfire, but the Russians have languished in their boxes (apart from those that I based for a Soviet HotT army last year).
I've decided to make a start.
There are several drawers of the good old Airfix Russians:
And a few Black Sea Fleet Marines (can't recall the manufacturer, lost in the mists of time, I'm afraid):
So I'll re-base them, and then they'll get a little re-vamp, after all most of them were painted in the 1970s. I'll most likely do a touch up of the paint, and then a couple of washes with Citadel Badab Black I think. That's usually enough to bring out whatever detail that they have. I'm not looking for a large investment in time or money, even though there are better Russian figures on the market these days, and I'd paint them very differently to the good old block painting technique that most of us used in the 70s. They just aren't my main focus, but they might as well be used I reckon. There's the added bonus that I can use them for Crossfire games.
And as I've said previously with reference to my 25mm Napoleonic figures, these old style figures with their 70s paint jobs do have a certain charm.
That's "Rock n Roll" (Lorraine and I are competitive RnR dancers), "Rest n Recreation", and now .. "Re-vamp n Re-base".
Nick G, bless 'im, has given me a bit of a bug for the old 20mm WW2 as we have been playing Spearhead with 20mm figures. Normally I play WW2 games using 6mm figures, but there has long been this mass of 20mm stuff that has sat there un-used for almost two decades. I re-based German and British infantry for Crossfire, but the Russians have languished in their boxes (apart from those that I based for a Soviet HotT army last year).
I've decided to make a start.
There are several drawers of the good old Airfix Russians:
And a few Black Sea Fleet Marines (can't recall the manufacturer, lost in the mists of time, I'm afraid):
So I'll re-base them, and then they'll get a little re-vamp, after all most of them were painted in the 1970s. I'll most likely do a touch up of the paint, and then a couple of washes with Citadel Badab Black I think. That's usually enough to bring out whatever detail that they have. I'm not looking for a large investment in time or money, even though there are better Russian figures on the market these days, and I'd paint them very differently to the good old block painting technique that most of us used in the 70s. They just aren't my main focus, but they might as well be used I reckon. There's the added bonus that I can use them for Crossfire games.
And as I've said previously with reference to my 25mm Napoleonic figures, these old style figures with their 70s paint jobs do have a certain charm.
Sunday, July 15, 2012
Les Quatre Villes - a reconnaisance in force
August 1944, and the British command believes that it has detected a weakness in German defences to the west of Caen, an area known as Les Quatre Villes for the four towns arrayed symmetrically down the highway. Elements of 7th Armoured have been given the task of reconnoitering the area, with orders to push on through if the opportunity presents itself. The Brigade commander has been allocated two motorised rifle battalions for the reconnaissance, supported by a regiment of 25pdr field guns, and two squadrons of the divisional reconnaissance regiment. He allocates one armoured squadron in support of each infantry battalion.
The day dawns with a typical Norman mist, keeping the allied air force grounded. Over night reconnaissance patrols have indicated the presence of two German infantry battalions in the area, but their strength was unknown.
The defenders are spread thinly here as everywhere in Normandy, occupying only two of the four towns.
The British Brigade commander opts to attack through the centre of his area of operations, attempting to take the two central towns.
Early indications are that the defenders are certainly more active than had been thought, as artillery fire begins to fall on the attackers early on in their advance. Early casualties include the battalion AT platoon on the British right wing, a loss that has weakened the British right flank more than its commander realises this early on in the attack.
The right wing battalion commander hopes to take the first town with a 'coup de main', and rushes a battalion forward to seize the town.
The first attack is bloodily repulsed as German 105mm rounds fall amongst the advancing infantry platoons.
At this stage a frightening realisation hits the British attackers: this is no lightly held sector, as a detachment of German tanks rumbles forward against the British right.
Feeling some urgency to take his objective the British right wing battalion commander throws in a second battalion against the town. He is aware that his own armour no longer has any AT support of its own and he can't predict the outcome of the armoured action that he knows is about to unfold on his own flank.
Simultaneously some of his supporting armour begins to push through against a weakly held German centre. The squadron commander is sensing the need for action.
On the British left, the second British battalion has been more circumspect, but the commander here sees the opportunity to take his objective, and throws in an attack against the town.
His attack here meets with success as the two German platoons defending the town are unceremoniously ejected from the area.
Meanwhile on the British right the German armour begins to make its presence felt, beginning action against the British armour. The Firefly section has no luck with its tank gunnery, but its German opponents make no such errors and the Firefly platoon is put out of action. This and the casualties from the second failed attack on the town leave the British battalion commander no choice but to withdraw.
While a small gain has been made on the left, the reconnaissance has shown that the German defenders are stronger than had been believed. Taking Les Quatre Villes will require an attack in divisional strength.
Game analysis:
The game was generated using the Scenario Generation System, and was played on an 8'x5' table using the enlarged ground scale +50%. We sued Nick's figures, all based on larger 40mm square bases (although the German armour was mine, commanded by Nick's newly completed Pzkw IV). We were trialling game sizes again, looking to avoid the 'track to track' visuals that seem to occur often in 20mm WW2 games. Nick fielded almost all of his available British force, and the German defending force was chosen as our best guess at what would be required to defend the area. The points were not balanced. Nick's force came to 387 points while the German force came to 370 points, clearly there were nowhere near enough British forces to attack a defending force of this size. To illustrate the disparity for those not familiar with the SGS, an attack list should be 650 points, while a defend list should be 450 points. We felt that the defending force was probably about the right size for the job on a table of this size, but the attacking force needed to be larger. We now need to assemble the forces and see what the resulting game looks like. We are looking for a balance of playability and aesthetics.
Certainly at two manouvre battalions the British force lacked the tactical options that an attacker needs. Nick really needs a minimum of three manouvre units to attack with any reasonable chance of success.
Additionally, the attackers were far too weak in artillery. Nick needed more field artillery (those good old 25pdrs), and also some 5.5" for counter battery work at least, if not for pre-planned bombardment. The German artillery had free reign, and was essentially responsible for the demise of the British attack on their right.
When all said and done of course, we played a very cool game with lots of laughs. Bring on the next one.
The day dawns with a typical Norman mist, keeping the allied air force grounded. Over night reconnaissance patrols have indicated the presence of two German infantry battalions in the area, but their strength was unknown.
The defenders are spread thinly here as everywhere in Normandy, occupying only two of the four towns.
The British Brigade commander opts to attack through the centre of his area of operations, attempting to take the two central towns.
Early indications are that the defenders are certainly more active than had been thought, as artillery fire begins to fall on the attackers early on in their advance. Early casualties include the battalion AT platoon on the British right wing, a loss that has weakened the British right flank more than its commander realises this early on in the attack.
The right wing battalion commander hopes to take the first town with a 'coup de main', and rushes a battalion forward to seize the town.
The first attack is bloodily repulsed as German 105mm rounds fall amongst the advancing infantry platoons.
At this stage a frightening realisation hits the British attackers: this is no lightly held sector, as a detachment of German tanks rumbles forward against the British right.
Feeling some urgency to take his objective the British right wing battalion commander throws in a second battalion against the town. He is aware that his own armour no longer has any AT support of its own and he can't predict the outcome of the armoured action that he knows is about to unfold on his own flank.
Simultaneously some of his supporting armour begins to push through against a weakly held German centre. The squadron commander is sensing the need for action.
On the British left, the second British battalion has been more circumspect, but the commander here sees the opportunity to take his objective, and throws in an attack against the town.
His attack here meets with success as the two German platoons defending the town are unceremoniously ejected from the area.
Meanwhile on the British right the German armour begins to make its presence felt, beginning action against the British armour. The Firefly section has no luck with its tank gunnery, but its German opponents make no such errors and the Firefly platoon is put out of action. This and the casualties from the second failed attack on the town leave the British battalion commander no choice but to withdraw.
While a small gain has been made on the left, the reconnaissance has shown that the German defenders are stronger than had been believed. Taking Les Quatre Villes will require an attack in divisional strength.
Game analysis:
The game was generated using the Scenario Generation System, and was played on an 8'x5' table using the enlarged ground scale +50%. We sued Nick's figures, all based on larger 40mm square bases (although the German armour was mine, commanded by Nick's newly completed Pzkw IV). We were trialling game sizes again, looking to avoid the 'track to track' visuals that seem to occur often in 20mm WW2 games. Nick fielded almost all of his available British force, and the German defending force was chosen as our best guess at what would be required to defend the area. The points were not balanced. Nick's force came to 387 points while the German force came to 370 points, clearly there were nowhere near enough British forces to attack a defending force of this size. To illustrate the disparity for those not familiar with the SGS, an attack list should be 650 points, while a defend list should be 450 points. We felt that the defending force was probably about the right size for the job on a table of this size, but the attacking force needed to be larger. We now need to assemble the forces and see what the resulting game looks like. We are looking for a balance of playability and aesthetics.
Certainly at two manouvre battalions the British force lacked the tactical options that an attacker needs. Nick really needs a minimum of three manouvre units to attack with any reasonable chance of success.
Additionally, the attackers were far too weak in artillery. Nick needed more field artillery (those good old 25pdrs), and also some 5.5" for counter battery work at least, if not for pre-planned bombardment. The German artillery had free reign, and was essentially responsible for the demise of the British attack on their right.
When all said and done of course, we played a very cool game with lots of laughs. Bring on the next one.
Sunday, July 8, 2012
'A HotT Winter' day 12'
It's July, so it must be.. 'A HotT Winter's day' time again. This is n of our two HotT (Hordes of the Things) tournaments that have become a regular part of the wargames tournament scene in Christchurch, and ths year the combatants were Kevin, Gordon, Stan , Nick, Mark and me. Six is a nice number, no need for draws, everyone just plays everyone else over five rounds. Rather than a series of drawn out after action reports, here are a few shots from some of the games. For several years we have played the tournament so that players can change their army through the tournament. This means that we see a wonderful variety of armies take to the table during the day.
This year I took my Chaos army (and stayed with it through the day):
1 x Hero
4 x Knights
4 x Blades
1 x Dragon
.. after all 'this be fantasy, so there be dragons'!!!
My game against Gordon's Dwarves...
Nick's Skellies army on the next table... and his bone dragon (I did say 'there be dragons'!!)
Meantime, back where the action was... the dwarves succumbed..
Next game I played was against Stan's 'Thomas the tank engine' army. This is brilliant, and first featured at one of our tournaments last year.
The knights were able to carve their way through those cutey engines ...
The 'new army ' of the tournament was Gordon's Vietnam War Australian army, with flyers, shooters, a hero, a magician (an artillery observer) and a dragon (a C130.. mwahahahahahahaha). We agreed that the concept was superb!!! Well done Gordon. Sadly I don't think Gordon managed to get the dragon onto the table at any stage. A shame because it looked pretty darned spectacular.
I then played Nick's Roman army.. Some how my hero managed to get locked into combat with 'Mars', Nick's God. I stupidly didn't check the combat outcomes (unwise given that I was a little rusty on the rules this time around) and thought that Gods fled from Heroes .... DOH!!!
Nick inflicted my second defeat of the day (Mark had had the satisfaction of my first, beating me with my Lost Worlds army....
The overall winner was Mark O.. congratulations Mark, The Emperor Dragon Trophy is yours (when we can get it back from Nick..he!he!
This year I took my Chaos army (and stayed with it through the day):
1 x Hero
4 x Knights
4 x Blades
1 x Dragon
.. after all 'this be fantasy, so there be dragons'!!!
My game against Gordon's Dwarves...
Nick's Skellies army on the next table... and his bone dragon (I did say 'there be dragons'!!)
Meantime, back where the action was... the dwarves succumbed..
Next game I played was against Stan's 'Thomas the tank engine' army. This is brilliant, and first featured at one of our tournaments last year.
The knights were able to carve their way through those cutey engines ...
The 'new army ' of the tournament was Gordon's Vietnam War Australian army, with flyers, shooters, a hero, a magician (an artillery observer) and a dragon (a C130.. mwahahahahahahaha). We agreed that the concept was superb!!! Well done Gordon. Sadly I don't think Gordon managed to get the dragon onto the table at any stage. A shame because it looked pretty darned spectacular.
I then played Nick's Roman army.. Some how my hero managed to get locked into combat with 'Mars', Nick's God. I stupidly didn't check the combat outcomes (unwise given that I was a little rusty on the rules this time around) and thought that Gods fled from Heroes .... DOH!!!
Nick inflicted my second defeat of the day (Mark had had the satisfaction of my first, beating me with my Lost Worlds army....
The overall winner was Mark O.. congratulations Mark, The Emperor Dragon Trophy is yours (when we can get it back from Nick..he!he!
Saturday, June 30, 2012
Lost & the Damned Traitors complete
More progress on the Combat Patrol 400 point painting challenge. These are the last of the Traitors for the Lost and the Damned army. Again, the mix of camouflage uniforms.
First up, the urban camouflage scheme.
Then something almost (but not quite) 1980s camouflage. We would have talked about camouflage for the European theatre, but you get the idea.
Here is the Traitor part of the CP force complete, twenty traitors, with a couple of heavy weapons. There was plenty of room for figure conversion, but I haven't had the time (nor the inclination) to do any conversion with them. I am looking forward to trying my hand at some mutants though.
Next however are some Chaos Space Marines. I have no idea what a L&tD force will look like under 6th Edition, nor the soon to be released Chaos codex. As I've said previously this is more of a painting project than anything else, and the three of us are happy playing with force compositions that have a nice gaming 'feel' to them. Now, where is that box of CSM I bought 7 years ago? And I'm still waiting for the first photos through from Adrian and Andy!!!
First up, the urban camouflage scheme.
Then something almost (but not quite) 1980s camouflage. We would have talked about camouflage for the European theatre, but you get the idea.
Here is the Traitor part of the CP force complete, twenty traitors, with a couple of heavy weapons. There was plenty of room for figure conversion, but I haven't had the time (nor the inclination) to do any conversion with them. I am looking forward to trying my hand at some mutants though.
Next however are some Chaos Space Marines. I have no idea what a L&tD force will look like under 6th Edition, nor the soon to be released Chaos codex. As I've said previously this is more of a painting project than anything else, and the three of us are happy playing with force compositions that have a nice gaming 'feel' to them. Now, where is that box of CSM I bought 7 years ago? And I'm still waiting for the first photos through from Adrian and Andy!!!
Monday, June 18, 2012
400 point CP challenge
The first photos are in... my first batch. These are the first traitors for the Lost and the Damned army... I have chosen to paint them in a range of camouflage uniforms to represent their diversity.
Too little time has elapsed for these guys to have adapted their uniforms, or to have succumbed to the forces of Chaos in any physical way. This first batch has jungle, desert and arctic camouflage uniforms. I loved painting them.
I pondered how I'd show their traitor status, and thought that for such an early formation a double slash of blood across the imperial eagle would do. I need to consider more conversions though.. must be some interesting things I can do with equipment, poses etc.
MUST THINK CREATIVELY.. "Didn't get where I am today by thinking creatively, Reggie!! But there are bound to be mutations in another squad.
Now for the next batch of ten.
Too little time has elapsed for these guys to have adapted their uniforms, or to have succumbed to the forces of Chaos in any physical way. This first batch has jungle, desert and arctic camouflage uniforms. I loved painting them.
I pondered how I'd show their traitor status, and thought that for such an early formation a double slash of blood across the imperial eagle would do. I need to consider more conversions though.. must be some interesting things I can do with equipment, poses etc.
MUST THINK CREATIVELY.. "Didn't get where I am today by thinking creatively, Reggie!! But there are bound to be mutations in another squad.
Now for the next batch of ten.
Sunday, June 17, 2012
8 week 40K army painting challenge
I'm not one to shy away from a challenge, nor to issue one (although sometimes foolishly it seems). So, having been hell bent on finishing projects, I thought I'd use a challenge as a little more motivation to finish a very long standing challenge: a brand new 400 point Combat Patrol army for Warhammer 40K. Specifically that Traitor/Lost and the Damned army I bought the figures for approximately 8 years ago.. yep, 8 years.
Now, a challenge to oneself is all well and good, but it's even more fun when others participate. So I've manage to convince Adrian and Andy to embark upon the challenge too.
Andy has opted to paint the Valhallans he bought some (he forgets just how many) years ago, while Adrian yesterday bought two boxes of the new Necrons for something different.
I'll keep readers posted with progress reports and photos.
I must admit I may have cheated a little. Remember those heavy weapons I finished a couple of weeks ago? Aha.
And the first 10 traitor guardsmen are nearly finished, so I have a little head start. But - all's fair in love and war (and painting challenges) they say. For my part, there are more traitor guardsmen, and some chaos space marines (again bought 8 years ago) to paint. I have several fan codexes from the web that I can work to for the L&TD, although rumour has it traitors will re-appear in the next iteration of the Chaos codex. I think a Hellhound might be in order too, and that's a new purchase, but we do what we have to do, don't we!!! I'll paint some cool stuff, and see where that leaves me.
The concept for the traitors is an unholy assembly of men from different units, men who have not yet done more than come over to the forces of chaos. To represent their many world/unit origins I'm painting them in array of camouflage pattern uniforms. The first 10 are already looking pretty cool.
Keep watching.
Now, a challenge to oneself is all well and good, but it's even more fun when others participate. So I've manage to convince Adrian and Andy to embark upon the challenge too.
Andy has opted to paint the Valhallans he bought some (he forgets just how many) years ago, while Adrian yesterday bought two boxes of the new Necrons for something different.
I'll keep readers posted with progress reports and photos.
I must admit I may have cheated a little. Remember those heavy weapons I finished a couple of weeks ago? Aha.
And the first 10 traitor guardsmen are nearly finished, so I have a little head start. But - all's fair in love and war (and painting challenges) they say. For my part, there are more traitor guardsmen, and some chaos space marines (again bought 8 years ago) to paint. I have several fan codexes from the web that I can work to for the L&TD, although rumour has it traitors will re-appear in the next iteration of the Chaos codex. I think a Hellhound might be in order too, and that's a new purchase, but we do what we have to do, don't we!!! I'll paint some cool stuff, and see where that leaves me.
The concept for the traitors is an unholy assembly of men from different units, men who have not yet done more than come over to the forces of chaos. To represent their many world/unit origins I'm painting them in array of camouflage pattern uniforms. The first 10 are already looking pretty cool.
Keep watching.
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